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Creative Outlets Tennessee 2016

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Brian Housand, Ph.D.
brianhousand.com
@brianhousand

Published in: Education
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Creative Outlets Tennessee 2016

  1. 1. PLUGGING INTO CREATIVE OUTLETS brianhousand.com/tenn16
  2. 2. brianhousand.com brianhousand@gmail.com @brianhousand brian.housand bc1000
  3. 3. CREATIVITY ABOVE AVERAGE ABILITY TASK COMMITMENT - Renzulli
  4. 4. We are educa)ng people out of their crea)vity. Crea)vity is as important in educa)on as literacy. Sir Ken Robinson
  5. 5. Rather than running the risk of having our students become W A L K I N G ENCYCLOPEDIAS we need to TEACH them how to THINK CREATIVELY. (Sternberg, 2006)
  6. 6. (Resnick, 1996) NOT Stereos Pianos
  7. 7. ?Differentiated Curriculum. Adaptation of content, process, and concepts to meet a higher level of expectation appropriate for advanced learners. Curriculum can be differentiated through acceleration, complexity, depth, challenge, and CREATIVITY (VanTassel-Baska & Wood, 2008).
  8. 8. 3 2 1 Words Questions Metaphor
  9. 9. CONSTRUCTING SYNTHESIS
  10. 10. Creativity is just connecting things. When you ask creative people how they did something, they feel a little guilty because they didn’t really do it, they just saw something. It seemed obvious to them after a while. That’s because they were able to connect experiences they’ve had and SYNTHESIZE new things. - Steve Jobs, 1995
  11. 11. An idea is nothing more or less than a new combination of old elements. new combination old elements James Webb Young, 1940 A Technique for Producing Ideas
  12. 12. The capacity to bring old elements into new combinations depends largely on the ability to see relationships. new combination old elements James Webb Young, 1940 A Technique for Producing Ideas
  13. 13. They must know how to link apparently unconnected elements to create something new. People who hope to thrive in the Conceptual Age must understand the connection between diverse, and seemingly separate disciplines. -- Daniel Pink in AWhole New Mind
  14. 14. GRAHAM WALLAS PREPARATION INCUBATION ILLUMINATION VERIFICATION
  15. 15. It’s about THE EXPERIENCE.
  16. 16. TYPE III INDEPENDENT OR SMALL GROUP INVESTIGATIONS PRODUCTS AND/OR PERFORMANCES TYPE I GENERAL EXPLORATORY ACTIVITIES TYPE II METHODOLOGICAL TRAINING / HOW-TO ACTIVITIES (Renzulli, 1977)
  17. 17. CONTENT
  18. 18. If#you#don’t#read#much,# you#really#don’t#know#much.# #YOU ARE DANGEROUS!! DANGER --Jim Trelease TOOLISHNESS AHEAD
  19. 19. LiveBinders bit.ly/contentbinder
  20. 20. INCUBATION
  21. 21. 20%
  22. 22. “Combinatory play seems to be the essential feature in productive thought.”
  23. 23. Games are the most elevated form of investigation.
  24. 24. Jackson, L. A., Witt, E. A., Games, A. I., Fitzgerald, H. E., von Eye, A., & Zhao, Y. (2012). Information technology use and creativity: Findings from the Children and technology Project. Computers in Human Behavior, 28(2), 370-376. CREATIVITY COMPUTER USE INTERNET USE CELL PHONE USE VIDEO GAME PLAY
  25. 25. Jackson, L. A., Witt, E. A., Games, A. I., Fitzgerald, H. E., von Eye, A., & Zhao, Y. (2012). Information technology use and creativity: Findings from the Children and technology Project. Computers in Human Behavior, 28(2), 370-376. CREATIVITY VIDEO GAME PLAY
  26. 26. Video games teach children what computers are beginning to teach adults--that some forms of learning are fast-paced, immensely compelling, and rewarding. - Seymour Papert
  27. 27. The fact that they are enormously demanding of one's time and require new ways of thinking remains a small price to pay (and is perhaps even an advantage) to be vaulted into the future. - Seymour Papert
  28. 28. Not surprisingly, by comparison school strikes many young people as slow, boring, and frankly out of touch. - Seymour Papert
  29. 29. REAL GAMES VS. EDUCATIONAL GAMES
  30. 30. “There is nothing that is NOT possible.”
  31. 31. SURVIVAL OR CREATIVE
  32. 32. UNLIMITED You can make it into whatever you want it to be.
  33. 33. FOR aLL INTENTS aND PURPOSES, IT IS A SPACE WHERE YOU ARE GOD
  34. 34. If you are impatient then this may not be the gAme for you
  35. 35. CONSUMERS PRODUCERS
  36. 36. stemchallenge.org
  37. 37. stemchallenge.org
  38. 38. gamestarmechanic.com
  39. 39. code.org/learn
  40. 40. 57
  41. 41. codecombat.com
  42. 42. makeymakey.com
  43. 43. ILLUMINATION
  44. 44. hotshotpictures.weebly.com/
  45. 45. ITECH
  46. 46. www.gurbuz-de.com
  47. 47. FORGETTHEi TECHNOLOGY!
  48. 48. http://www.animationmagazine.net/wordpress/wp-content/uploads/Pixar-Creativity-Inc-post.jpg
  49. 49. Imposing limits can encourage a creative response. - Ed CatmUll
  50. 50. flickr five frames 1. Establish characters and location 2. Create a situation with possibilities 3. Involve the characters in the situation 4. Build to probable outcomes 5. Have a logical BUT surprising end
  51. 51. @brianhousand #carpetdiem
  52. 52. Googleable
  53. 53. diy.org
  54. 54. THE FUTUREIS NOT A DESTINATION IT IS A DIRECTION.
  55. 55. “We may not be able to prepare the future for our children, but at least we can prepare our children for the future.” - Franklin D. Roosevelt
  56. 56. Krissy Venosdale How about instead of of just preparing kids for the future we EMPOWER them to CREATE it?
  57. 57. brianhousand.com brianhousand@gmail.com @brianhousand brian.housand bc1000

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